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Detecting Daily-Driven Game-Bot Based on Online Game Play Log Clustering (온라인 게임 로그 데이터 클러스터링 기반 일일 단위 게임봇 판별)

  • Kim, Joo Hwan;Choi, Jin-Young
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.6
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    • pp.1097-1104
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    • 2021
  • Online game-bots are already known for a lot of persons by various ways. It leads to problems such as declining game player's interest, in-game financial crisis, etc. Detecting and restricting of game-bot is now essential. Because both publishers and players get disadvantages from their long term abnormal working. But it is not easy to restrict, because of false restriction risks. Game publishers need to distinguish game-bot from server-side game logs. At last, it should can make reasons for game-bot restriction. In this paper, we classified game-bot users by using daily separated game logs for testing data. For daily-driven detection, we separated total dataset into one day logs. Preliminary detects game-bots with one day logs, and determines total results by using these data. Daily driven detection advantages on detection which contains combined game playing style. Which shows like normal user and game-bot. These methodology shows better F1-score, which one of indicator which demonstrate classification accuracy. It increases from 0.898 to 0.945 by using Random Forest classifier.

A Study on 'Character Creation' of Personality Actor - Focusing on Actor Jung Woo-sung and the Characters He Played - (퍼스낼리티 배우의 '인물창조' 연구 -배우 '정우성-캐릭터'들을 중심으로-)

  • Oh, Youn-Hong
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.141-152
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    • 2020
  • This thesis is a study on the creation of characters of "personality actors and character actors" among the concepts of "star persona" of S. Prince. This study selected 7 representative films of Jung Woo-sung, a representative personality actor in the Korean film industry, and analyzed how 'Jung Woo-sung-character' is embodied in the film as a character component suggested by R. Dyer. In the traditional sense, the actor's acting has been highly valued for transformation and impersonation in character creation, but discussing the method of creating a character focusing only on the actor's acting in a movie acting implemented in combination with advanced technology I don't think it's suitable for movie acting research. Theorists such as R.Dyer and Edgar Morin, who studied film actors and stars, also emphasize that 'movie actors are different from theater actors' (by the film medium). Therefore, in this thesis, a detailed analysis of the acting of a personality actor was avoided. As Morin pointed out that the character in the movie can be implemented through the actor's image and type, not playing the type of role. I tried to propose the significance of this character creation method of the personality actor by analyzing actor Jung Woo-sung and his character.

A study on 3D design and SNS developmenst using teddy bear character (테디베어 캐릭터를 응용한 3D 디자인 및 SNS 개발에 관한 연구)

  • Jeong, Yooseob
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.123-136
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    • 2021
  • Teddy bear is a typical rag doll which has been loved by people all over the world for more than 100 years based on its cute and friendly image. In addition, as it has been together for a long time with us, it is considered as a friend of people with memories of all ages and sexes, not just animal doll. Teddy bear has been developing its appearance and character continually playing a role as the symbol of society and issues of an era beyond toys, however it still remains in the image of stuffed toys. Therefore, more advanced teddy bear characters should be created in line with the current environment and market conditions that are undergoing major changes based on the Internet and smart phones. Thus, the concept of the character and the recent development of the market were reflected and the meaning and current image of teddy bears were analyzed to develop new teddy bear stories, worldviews, and characters through design process. And it was created 3D characters, videos, and SNS channels through the developed 3D character design and motion design. Furthermore, we want to take a look at the direction in which Korea's character business can develop in accordance with global changes and suggest the possibility of entering as a character powerhouse.

A Study on the Planning Direction of the Large Sports Facilities in Korea - Based on the Servicescape Korea·U.S.A·Japan Baseball Stadium- (국내 대규모 스포츠시설의 계획방향에 대한 연구 - 서비스스케이프에 따른 한미일 야구장을 중심으로-)

  • Baek, Song-Min;Lee, Kyung-Min;Seo, Myeong-Won
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.819-829
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    • 2022
  • Professional baseball is one of the spectator sports that has been loved for a long time by the citizens as a recreational activity since its establishment in 1982, and has been playing pivotal role as a national sport. However, there has been decline in the number of audiences since 2019. Hence, this research paper aimed to provide strategic direction for planning and improvement of professional baseball stadiums by applying the concept of servicescape. In this research, five key factors of servicescape that affects players performance and the level of immersion of spectators were derived through literature review, and based on these key factors, case study analysis were carried out for 51 domestic and foreign baseball stadiums while focusing on the factors derived. Domestic baseball stadiums highly concentrate on spectatorship without effectively responding to change in spectators demand and its effective use of space rather than baseball games. As in foreign cases, it is critical to modify mangement process and planning direction, and improve policies while perceiving baseball stadium as recreational and cultural space.

The Current Status and Needs Analysis of Interprofessional Education in Korean Medical Colleges (한국 의과대학·의학전문대학원의 전문직 간 교육 현황과 요구 분석)

  • Park, Kwi Hwa;Yu, Ji Hye;Yoon, Bo Young;Lee, Dong Hyeon;Lee, Seung Hee;Choi, Jai-jeong;Park, Kyung Hye
    • Korean Medical Education Review
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    • v.24 no.2
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    • pp.141-155
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    • 2022
  • The purpose of this study was to investigate the current status of interprofessional education (IPE) and the efforts required to promote, popularize, and implement it in Korea. The IPE status of 40 medical colleges was investigated using a survey with questions regarding the details of IPE, the future plans and necessary support required, and the reasons for not implementing IPE. Thirty-two medical colleges responded, of which 10 are implementing or have implemented IPE. Most of these colleges started IPE in 2018, and the duration of IPE was less than 9 hours. All medical colleges held classes with nursing students. As for the type of IPE, there were independent courses for IPE, one-time special lectures, or partial sessions in one course. Lectures, discussions and presentations, role playing, and high-fidelity simulations were mainly used as educational methods. The support and interest of the dean was the most important facilitating factor. No medical colleges were currently preparing to implement IPE, four colleges had planned IPE but failed to implement it, and 16 had no plans for IPE at all. All medical colleges cited scheduling or cooperation with other majors as the most significant barrier. All the colleges listed their requirements for educational materials, cases, guidelines, and teaching and learning methods for IPE from external institutions. To activate IPE, it is necessary to create an appropriate atmosphere and conditions for developing IPE competencies and a model suitable for the domestic situation. External medical education support organizations should distribute IPE development guidelines and educational materials, form a network between medical colleges with IPE experience, and make efforts to promote the importance of IPE.

A Study on the Impact of the COVID-19 Pandemic on the Rights and OSH of Seafarers and Tendency in 2022 Amendments of Maritime Labour Convention (팬데믹이 선원의 권리 및 안전보건에 미친 영향과 2022년 해사노동협약 개정 동향 연구)

  • Hyun-Wook Doo
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.28 no.7
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    • pp.1191-1200
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    • 2022
  • The COVID-19 pandemic can be deemed one of the greatest hardships faced by mankind in the 21st century. All industries have been severely affected and workers are still experiencing deep difficulties due to the changed working and living environment. Seafarers have been recognized by the international community as key workers since the pandemic began. They are also working internationally to establish a Level Playing Field through the protection of their rights through the Seafarers' Employment Agreement and the implementation of international labour standards. However, despite the obligations under international conventions to be implemented by State parties and the recommendations by international organizations, the rights of seafarers under the Maritime Labour Convention were violated were violated and their occupational safety and health of seafarers were further threatened throughout the pandemic. This article analyzes the impact of the international shipping industry and the implementation of the Maritime Labour Convention based on each country's measures during the COVID-19 pandemic. Furthermore, the amendments of the Maritime Labour Convention adopted through the fourth Special Tripartite Committee were analyzed based on the conference documents and reports to comprehend the implied meaning. The adopted eight amendments to the Maritime Labour Convention are expected to positively affect the seafarers' rights, safety and health in the future, but the international community's efforts should continue because the issues of maximum working hours, maximum service period on board, and the repatriation of seafarers still remain unsettled.

An Analysis of the Variations of Haegeum's Timbres According to the Types of Wonsan (해금 원산의 소재에 따른 음색 변화 분석)

  • Sung, Ki-Young;Lee, You-Jung
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.291-302
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    • 2019
  • In this paper, we first looked at the structures and characteristics of the musical instrument to study the tone of haegeum, which is the only Korean musical instrument made using all the eight ingredients that make gugak instruments, and which is now the most frequently used in fusion gugak or pop music production sites. In addition, for the comparison of the various tones of the haegeum, under the same conditions, we analized how the haegeum's tone changes according to the types of Wonsan, which works as the bridge of the haegeum. Four Wonsan made of Park, Rosewood, Maple and Black Dan were used in the experiment, and low, medium, and high notes were recorded to compare the inner and outter open strings and the sound ranges. By doing so, we looked at the composition of frequency characteristics and the distribution and analyzed the timbres according to the types of Wonsan. Based on this study, it is expected to help the performers in the field choose the proper Wonsan according to each harmony part, rather than just to their tastes when performing Gugak orchestral music or haegeum ensemble. We also look forward to playing haegeum and using the timbres in various combinations of Wonsan that suit the genres at the pop music industry.

Actor Gang Ho Song's Realistic Character and Acting ; Based on the film (2017) (배우 송강호의 사실적인 캐릭터와 연기 ; 영화 <택시운전사>(2017)를 중심으로)

Matching Analysis between Actress Son Ye-jin's Core Persona and Audience Responses to Her Starring Works (배우 손예진의 코어 페르소나와 주연 작품에 대한 수용자 반응과의 정합성 분석)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.93-106
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    • 2019
  • Persona is an actor's external ego constructed by playing various roles, and his/her another self-portrait in the eyes of the audience. This study was conducted to analyze persona identity containing core persona(CP) and to gain implications for the growth strategy of the actress Son Ye-jin called "melo queen" by verifying consistency between the CP and audience responses to her starring works of the past. According to the related theories and models, the persona was firstly set as image, visuality, personality and consistency, and it was used to extract and sort descriptive texts about Son related news articles in the last 5 years of the six major Korean newspapers using the content analysis method. After that, we analyzed the number of viewers of her movies and the audience share of her dramas by genre. As a result, Son's persona components were found to have a proportion for 54.2% images (34.0% for melo and romance images, 20.2% for non-melo and romance images), 25.6% for visibility, 13.8% for consistency, and 6.4% for personality. Her CP was derived from a melo and romance image. Comparing this with the audience reaction, the melo romance genre dominated and showed consistency in the drama, but in the case of the film, the non-melo romance was dominant and did not match each other. The results were attributed to a wide gap between dramas and movies in terms of key viewers, box office factors, degree of genre hybridity and experimentality. Therefore, Son should actively use her CP in the drama and challenge the various roles in order to expand her persona spectrum in the film.

Sinjungsin Mask Play Study (신중신탈놀이 연구)

  • Yun, Dong-Hwan
    • (The) Research of the performance art and culture
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    • no.40
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    • pp.163-192
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    • 2020
  • Sinjungsin Mask Play, one of Ttangseolbeop, is related to Seongjusin's life story. Sinjungsin Mask Play is a reconstruction of the story of the folk gods Seongjusin met while returning home. Seongjusin's life story proceeds in the form of Mask Play, and the monk who leads the sermon plays narration and main roles. Many believers play various roles and musicians. Sinjungsin Mask Play introduces many folk beliefs, sounds for intrigue, and talks. Sinjungsin Mask Play uses the same method of enumeration and repetition as the existing Mask Play. The repetition of a sentence or phrase plays a role in foreseeing the meaning of the context or foretelling the development of the plot to the audience. This repetition is intended to emphasize the situation of the scene and to create rhythm. Since Mask Play was exclusively for the common people, Mask Play actors use the repeating method commonly used in folk songs to form lines. This gives the audience a familiarity, effectively communicating the lines and responding to their tastes. Sinjungsin Mask Play borrowed people's way of playing for the public's mission. It inherits the dramatic forms of traditional traditional plays such as repetition of words or sentences or phrases, codification of words or sentences, borrowing of existing songs, and formal expression units. In addition, through repeated performances, believers can easily and easily learn and understand. This is the dramatic form and characteristics of Sinjungsin Mask Play. Sinjungsin Mask Play was handed down from Faith Communities and was used as a means of folk cultivation to spread illegality. Buddhism externalizes the process of accepting folk beliefs through Mask Play, and in the case of Shinto who participated directly or indirectly, they naturally acquire the belief system of Hwaeom Kyung through play. Sinjungsin Mask Play, one of Ttangseolbeop, can be said to have great value as an ICH, as well as popularization and mission.